Spline workshop at NoA Ignite — 20+ designers and developers, 2.5 hours. Built an interactive 3D rocket with lift-off controls to show that web 3D does not need to be rocket science.
Spline only — model, animate, export, embed. Full step-by-step guide on Notion; participants left with a playable scene in the browser.
I ran a Spline workshop at NoA Ignite for twenty-plus designers and developers — a two-and-a-half-hour session on getting interactive 3D into real web pages without opening Three.js or Blender.
I like the NoA 3D programme and want to see more dimensional work in everyday products. The pitch was simple: 3D on the web no longer needs to be rocket science — so we literally built a rocket, gave it a lift-off animation, and wired up keyboard controls to prove the point.
Everything happened in Spline — model the rocket from primitives, add particle exhaust and bloom, animate a lift-off on Spacebar and reset on R, then export a scene URL and drop it into a plain HTML page with the spline-viewer embed. No game engine, no custom WebGL.
The step-by-step guide — every click, inspector value, and export screen from the room — lives on Notion: Build & Launch an Animated Rocket. Parts 0 through 4 walk from signing up at spline.design to a working rocket.html file. That document is the workshop; this page is the why.
The best feedback was quiet confidence — people who had never touched 3D tooling left understanding that interactive scenes are reachable in an afternoon. I did not track formal adoption metrics, but the room clearly learned more about 3D, and several kept experimenting in the #noa-3d channel afterward.
If you are a designer who wants dimension without a graphics programming degree, or a developer who wants a fast hero section, Spline is still the friendly on-ramp. The rocket is silly on purpose — it makes the workflow memorable.